#pragma once #include "Enums.h" #include "Graphics/Shader.h" #include "Resources.h" namespace Seele { namespace Vulkan { DECLARE_REF(Graphics) DECLARE_REF(DescriptorLayout) class Shader { public: Shader(PGraphics graphics, VkShaderStageFlags stage); virtual ~Shader(); void create(const ShaderCreateInfo& createInfo); void create(std::string_view binary); constexpr VkShaderModule getModuleHandle() const { return module; } constexpr const char* getEntryPointName() const { // SLang renames all entry points to main, so we dont need that return "main";// entryPointName.c_str(); } constexpr VkShaderStageFlags getStage() const { return stage; } uint32 getShaderHash() const; private: PGraphics graphics; VkShaderModule module; VkShaderStageFlags stage; std::string entryPointName; uint32 hash; }; DEFINE_REF(Shader) template class ShaderBase : public Base, public Shader { public: ShaderBase(PGraphics graphics) : Shader(graphics, stageFlags) {} virtual ~ShaderBase() {} }; using VertexShader = ShaderBase; using FragmentShader = ShaderBase; using ComputeShader = ShaderBase; using TaskShader = ShaderBase; using MeshShader = ShaderBase; DEFINE_REF(VertexShader) DEFINE_REF(FragmentShader) DEFINE_REF(ComputeShader) DEFINE_REF(TaskShader) DEFINE_REF(MeshShader) // Ray Tracing using RayGenShader = ShaderBase; using AnyHitShader = ShaderBase; using ClosestHitShader = ShaderBase; using MissShader = ShaderBase; using IntersectionShader = ShaderBase; using CallableShader = ShaderBase; DEFINE_REF(RayGenShader) DEFINE_REF(AnyHitShader) DEFINE_REF(ClosestHitShader) DEFINE_REF(MissShader) DEFINE_REF(IntersectionShader) DEFINE_REF(CallableShader) } // namespace Vulkan } // namespace Seele